I updated this post on 8/16 with the vinalized options from the pdf where the whole thing is collected in a useful manner. most of those boobs are powerful & some of those race & region specific benefits open doors to things that would otherwise be far less interesting/useful than the lore suggests they should begoing by the core books alone
- Eldeen Reaches
Origin knowledge (Resident): When traveling through a natural area, such as a forest, you are considered to have expertise in stealth as an experienced hunter.
Origin Trait(Resident): You worked closely with The Druidic Wardens of the wood in protecting your homeland from unchecked bandits, They gave you a cloak of protection made from one of Oalian's leaves.
Origin Knowledge (Bandit): You were displaced from your home by war, you are proficient with slight of hand. If you are already proficient it counts as expertise
Origin Trait (Bandit): The cards life dealt you hve been played to their fullest. You begin with the stolen Heward's handy Haversack you kept your ill gotten gains in during the war.
Origin Knowledge (Warden): You are a druid of the wardens of the wood, The druid spells speak with plants, speak with animals, & Pass without a trace are always considered prepared without counting against your prepared allotment
Origin Trait (Warden): Oalian blessed your order with her mighty power, you are able to cast speak with plants as a ritual spell & when you cast the thorn whip cantrip you may add your wisdom modifier to the damage,
Origin knowledge (Scholar): You are proficient with History if not already, or gain expertise if already proficient with history.
Origin Trait(Scholar): You know one Wizard Cantrip of choice & can choose one first level wizard spell which you can cast once per rest as a 1st level spell without using a spell slot.
Origin knowledge (Peasant Militia): You are proficient with History if not already, or gain expertise if already proficient with history.
Origin Trait (Peasant Militia): Aundair Dares, rahhhhhh! The swordfighting demonstrations in the village square & riding skills born of its open countryside were key to the strength of Aundair's Peasant Militia. While you are wielding a short sword & mounted, other creatures provoke an opportunity attack from you when they enter your reach.
Origin knowledge (Arcane Knight): You are proficient with History if not already, or gain expertise if already proficient with history.
Origin Trait (Arcane Knight): You trained & served in one of Aundair‘s light cavalry units known as the Arcane Knights during The Last War. While mounted upon a suitable magebred mount, you can enjoy the benefits of either Careful Spell or Quickened spell (PHB102) without spending sorcery points on a spell you cast once per long or short rest
Origin knowledge (all): You are proficient in Religion if not already, or gain expertise if already proficient with Religion.
Origin Trait (Missionaries): You are proficient with The Silver Flame's Favored Weapon (Long Bow), & gain one additional use of channel divinity if you have enough levels in a class that grants Channel Divinity to gain the feature from it.
Origin Trait (The Displaced): The Last War came to your door & with your training‘s help you managed to survive. You are proficient with The Silver Flame's Favored Weapon (Long Bow), & begin with the crossbow expert feat (PHB165) May The Flame‘s light continue to guide your path.
Origin Knowledge(Conscript): Choose one Martial weapon to be proficient with thanks to your time in the military.
Origin Trait (Conscript): Compulsory military service has left you proficient with medium armor. If you are already proficient through your class or race choice, you gain the benefit of the medium armor master feat(PHB168).
Origin Knowledge (Emerald Claw):You were a trainee with the honorable order of the Ebon Skull in 976YK when they were outawed. You are proficient with religion & it is considered expertise in any matter dealing with undead.
Origin Trait (Emerald Claw): While you were unable to complete your training, you did make considerable progress. You are able to cast Armor of Agathys (PHB215) once per short rest as a first level spell. If you should gain levels in a class that grant spell slots, you can treat this as a class spell once per rest instead.
- Talenta Plains
Origin Knowledge: You have expertise in either animal Handling or Survival
Origin Trait (Halfling): You gain the mounted combatant feat, & while mounted count Heavy Martial weapons as finesse weapons they can wield without the size penalty.
Origin Trait (all others): You gain the mounted combatant feat.
The Plains stretch out across the mideast of Khorvaire stretching from the Endworld and Ironroot Mountains to the very border of the Dead Gray Mist on the fringe of the Mournland and encompassing Lake Cyre as part of their own territory. Their southern border with Valenar is tenuous cutting through the largest part of the Blade Desert; the border is less hotly contested than the one to the north with Karrnath which has no natural demarcation. Disputes over the precise location of the border have come up on numerous occasions and talk of constructing stone markers every five miles along the official border have been brought up
- Mror Holds
Origin Knowledge (all but Jhorash'tar): Choose proficiency with two of the following. Mining tools, Metal-Smithing Tools, Jewelcrafting tools, Stone-Smithing Tools
Origin Trait (all but Jhorash'tar): You may start with +1 attached to the armor awarded to you by your class' starting equipment at character creation .
Origin Knowledge (Jhorash'tar orcs): You are no stranger to fearlessly getting the most leverage out of your attacks & have expertise with intimidate
Origin Trait (Jhorash'tar orcs): You begin with reckless attack (PHB48)
- Lhazzar Principalities
Origin Knowledge: You are proficient with Navigator's tools (water) & have a swim speed of 20 feet if you do not have one from some other source such as a race or class feature.In addition you can choose up to 3 languages from gnome, elf, dwarf, & Halfling that you know well enough to speak, read, & generally understand at disadvantage.
Origin Trait: You can attune one additional Magic Item Provided it is no more than "uncommon" or "rare" rarity.
Origin Knowledge (Lizardfolk): You bear the knowledge of your tribe in your travels chose one skill from Animal Handling, Nature, Perception, Stealth, or Survival to be proficient with.
Origin Trait (Lizardfolk): Before leaving your tribe, you went through the ancient & painful rituals of the warrior to harden your scales. The natural armor granted by your scales increases to AC is 15 + your Dexterity modifier (max 3)
Origin Knowledge (All Others): Those who travel in Q'Barra are virtually required to hack through the Jungle to pass though the overgrown areas beyond the few cities present. You are proficient with the Scimitar.
Origin Trait (All Others): You begin with a Ring of Spell storing (DMG192) except that it can only hold 2 levels worth of spells rather than 3
Origin Knowledge: You are proficient with Longsword, Longbow,Whip, & Scimitar. If you are already proficient with all of those weapons; you instead gain +1 to attack rolls made when attacking with those weapons.
Origin Trait(Elf/Half Elf): You start with 2 superiority dice (PHB73-74), and you know both the Parry
Maneuver along with the Evasive Footwork Maneuver (PHB74).
Origin Trait(non-elf): You instead begin with one superiority die & choose one of the two Maneuvers.
Origin Trait(The “Dar”): You‘ve spent much of your life among those also hoping to rekindle their wars of your great Dhakaani ancestors, you start with both the tough & tavern brawler feats that helped you survive daily life.
- Mournland (really this one started as a list of PoI's to give some idea of how awful the rumors painr ir as even though my game is in Droaam). Since no one is from the mournlands aside from horrible things, refugees, & maybe some warforged I decided to stixk to just refugees on account of the UA warforged being terrible
Origin Knowledge (Refugee): You are proficient with Survival. This goes to expertise if you already have it from your class, race, or background..
Origin Trait(Refugee): You are able to cast goodberry & Rope Trick once per long rest without using spell slots
- Darguun This is where I started getting the idea to make some of these more race specific to encourage thematic choices for regions rather than twinky/munchkin inspired choices. I had to go back and tweak a couple of the earlier ones afterwards too
Origin Skill: You've lived among those who openly worship both The Six and The Nine, you are proficient in the Religion skill & have advantage on checks involving either faith
Slaves: You've felt the bite of the lash and can take it again Once per long rest you may reduce the damage from a critical hit that would hit you by half.
Golin'Dar: The Dhakaani Empire is no more but still quickens your blood. You startwith the defensive duelist feat or instead can treat all "light" weapons (PHB149) as if they were finesse provided you are proficient wit that weapon
Ghaal'Dar: The might of Dhakaan burns within you. You start With either 2 superiority dice (phb73)along with the Goading and Menacing Attack Maneuvers (phb74), or instead the Inspiring Leader feat (phb167)
Ghuul'Dar: Duur’kala (Dirge Singer) tales all the way back to The Dhakaani empire flow through you. Either Heavy weapons(PHB167) qualify for sneak attack in your hands, or your Bard levels count as one higher for purposes of Bard Cantrips known, Spells Known, & Spell Slots per level.
All Others: You may have Muut, but can never have Atcha. You begin with eitherthe empathic or Perceptive UA Skill Feat
- Zilargo... Who survives in Zil?... Gnomes... who are a bit on the artificer-light scale, & insightful people with the intelligence & luck to make up for their head banging stature.... lets make the experience shape them
- Origin Knowledge(Gnome): You have expertise in one knowledge skill
Origin knowledge(Kobold): Your clan hails from the great Tucker, you have expertise with thieves' tools
Origin Knowledge(all others): You are proficient in either insight or one knowledge skill.
Origin Trait (Gnome): You have learned to ritually cast spells & have a ritual spellbook (phb169), you can scribe into it ritual spells from any class that have a level no greater than 1/3 of your character level using the rules described on phb169.
Origin Trait (all others): You've survived years living in the strange & often byzantine culture of Zil without running afoul of some feud, or worse, The Trust. You begin with the Lucky feat (phb167).
Origin Knowledge (Native): You're no stranger to hard work, you are proficient in Athletics & know one extra language spoken by those native to Khorvaire.
Origin Trait (Native): Save it for the troops! Breland had some of the best farmland during the war, but more rationing was always just one setback way. You begin with the Resiliant:Con feat (PHB168)
Origin Knowledge (New Cyran): New Cyre has nothing but each, fix that broken thing together. You know the mending (PHB259) & guidance (PHB248) cantrips
Origin Trait (New Cyran): Cyran refugees may have nothing of value, but they still have each other. You can cast healing word (PHB250) as a first level spell once per long rest without using spell slots. If you should take levels in a class that grant spell slots, you can treat it as a class spell once per rest instead.
Note: I wanted to include an optional/alternate trait for Dark Lanterns; but couldn't think of anything that didn't scream "all rogues pick this origin!"
- Shadow Marches
Origin Trait (Orc/Half orc): The depth of your emotional convictions aid you & your allies in life. You gain the aura of protection(PHB85) ability but it uses wisdom instead of charisma. If you later gain this feature again you can use one or the other stat but not both.
Origin Trait (all others): You are well acquainted with the hazards of grasping & entangling plants. You begin with the Land Stride ability (PHB69)
Origin Knowledge: Your time in the Shadow Marches has granted you an extensive knowledge of herbs & various medicinal substances. You have expertise in the medicine skill
- Demon Wastes
Origin Knowledge (all): You are proficient with survival & once per long rest can reroll a survival check before hearing the result.
Origin Trait: (Carrion Tribes): You spent years of your life worshiping fiends, you begin with either Armor of Shadows
(PHB110), or Lifedrinker (PHB112). Warlock levels are not needed to use them.
Origin Trait:(Ghaash'kala Orc): You've spent years battling the malevolent Spirits of the wastes & their servants. You begin with either War caster(170), or Mage Slayer(PHB168)
Origin Trait(all others): You somehow escaped this horrible wasteland. You have the Paladin Lay on Hands ability (PHB84), except the pool is equal to your level, this stacks with the paladin class feature if you gain lay on hands
- Droaam. at first I had all kinds of wacky ideas involving things like battle magic (phb55) & such, but then I decided to go with "monsters have never followed all of the same rules in any edition & who survives around them". I hink it looks good
Origin Knowledge (Human / Demihuman): You've spent years among those who could kill you accidentally. You begin Proficient with the insight and Perception skills.
Origin Knowledge (Monstrous): Your Clan, Tribe, or similar hasi mparted you with great Knowledge. Choose two skills not tied to Intelligence for you to be proficient with.
Origin Trait(Monstrous): The Shadow gifted your entire race & youembrace the gifts of The Six with pride. You start with War Caster (PHB170), or Mage Slayer (PHB168)
Origin Trait (Human / Demihuman): You've spent so long keeping an eye out for the dangers all around you that its become second nature. You start with either the Observant feat (PHB168), or the Alert feat (PHB165).
- There are a number of major Draginmarked Houawenclaves where the dragonmarked houses centralize much of their work when possible. Below is a consolidation of the Dragonmarked Heir Options to avoid needless repetition.
Orien Human - Aundair:fairhaven. Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Orien Boons.
OrienCaravaner's whip (dragonmark focus item, requires atttunement): A sturdy wooden pole with a Siberyis dragonshard affixed near the base & a short length of whip on the opposite end. A house Orien heir can use this to aid their Wagon's animals to double the travel pace (PHB182) of their wagon.
Orien Compass (dragonmark focus item, requires atttunement): By all appearances,this looks like a simple iron compass with a glass face; but rather than a magnet it contains a Siberyis dragonshard. An Orien heir is able to use this to add 25 to the mishap percentile roll used when casting the spells like teleportation circle & teleport spells.
Orien Knowledge: An Orien Heir is able to trigger their dragonmark during the ritual process needed to ritually cast teleportation circle as part of a six hour ritual.
Deneith Human - Karrnath:Karrlakton Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Deneith Boons.
Battle Warded Armor(Dragonmark Focus Item, requires attunement): This armor is embedded with a Siberyis dragonshard may be activated only by Deneith heirs. By expending 1hp per 2 character levels (Min1), Bearers of a Sentinel Dragonmark may cast bladeward(phb218) as a reaction once per rest. Once Battle Warded Armor is activated , the spell remains active for five rounds.
Jorasco Halfling - Karrnath: Vedykar Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Jorasco Boons
Jorasco Healer's Chain (Dragonmark Focus Item, requires attunement): This ornate weave of silver chains has Siberyis Dragonshards worked into each end. While worn draped over the shoulders of a Jorasco Heir, a Jorasco Heir gains the benefit of Blessed Healer (PHB60) & can be activated once per long rest to cast Greater Restoration (PHB246)
Ghallanda halfing - Talenta Plains Gatherhold Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Ghallanda Boons
Stone of rest (Dragonmark Focus item, Attunement Required): A 6 inch cylindrical stone carved with restful images with a Siberyis dragonshard embedded in each end. Ghallanda
Heirs may use this to cast gentle repose at will or expend one charge of their mark to cast Revivify.
Those without the proper mark may use this as a nonmagical club, but a roll of 1 on a d20 will cause it to shatter.
Thuranni half elf - Lhazaar Principalities: Regalport
Thuranni's Knowledge: (requires mark of shadow & House Thuranni membership to learn). You are able to focus arcane energies through your dragonmark to ritually cast Blur, Dream, Invisibility, & Silent Image
Shadow Network ring(Dragonmark focus item, requires attunement): This ring is relatively nondescript and forgettable in appearance, but the wearer can change it‘s appearance during a long rest as expected situations will require. Once per long rest, the bearer of a mark of shadow can make use of the Illusory Reality(PHB118) while attuned & wearing this ring
Lyrander Half-Elf Lhazaar Principalities: Regalport Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Lyrander Boons
Binder's Glove (Dragonmark focus item, attunement required): A Lyrander Heir may use this may spend one hour binding a minor elemental, such as a Mephit, to as many as three weapons The effect lasts for one day& grants the weapon an additional 1d4+1 damage of that elemental type (subject to approval based on possible availability at time of activation, fire elementals are likely difficult to call forth underwater). Any roll of a 1 on a d20 involving an attack with that weapon may result in the elemental being freed. GM decides how the elemental reacts to its temporary imprisonment & enslavement.
Sivis Gnome - Zilargo: Korranberg Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Sivis Boons
Speaker's Torc (dragonmark Focus item, requires atttunement): An ornate gold torc set with a Siberyis Dragonshard that rests against the bearer's throat. This allow a Sivis heir to raise their voice to such deafening levels that they can cast Thunderwave (PHB283) once per short or long rest.
Cannith Human – Korranberg Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following House Cannith Boons
Cannith Tools (dragonmark Focus item, requires atttunement): With these special tools, a Cannith Heir can work with their GM to craft magic items provided sufficient materials are found or available for a particular item. Cannith
Knowledge (Dragonmarked Ritual Spell): A Cannith Heir is able to use their dragonmark in a way that allows ritually casting Wall of Stone (PHB286)
Tharashk Human/Half Orc - Shadow Marches: Zarash'ak or Valshar'ak, Demon Wastes: Blood Crescent, Droaam: Great Crag Rather than the standard Origin Knowledge & trait you may start with a mark of passage & the following HouseTharashk Boons
Bounty Hunter's Bracers (dragonmark Focus item, requires atttunement): An exquisite set of bracers each set with a Siberyis Dragonshard. These allow a Tharashk heir to cast Compelled Duel & Searing Smite once per short or long rest.
Amulet of Sight (Dragonmark focus item, requires attunement): The amulet is a smooth adamantine disk with a Siberyis dragonshard mounted in the center. Once attuned, a Thrashk heir gains the benefit of Devil's sight (PHB110) & allows them to cast detect magic once per long or short rest while it is worn
Phiarlin half-Elf Cyre As a member of house Phiarlin, you were lucky enough to be outside the nation of Cyre on the day of Mourning & start with the following House Phiarlin Boons. Phiarlin's Knowledge: (requires mark of shadow
& House Phiarlin membership to learn). You are able to focus arcane energies through your dragonmark to ritually cast Blur, Dream, Invisibility, & Silent Image
Entertainer‘s ring (Dragonmark focus item, requires attunement): This ring is relatively nondescript and forgettable in appearance, but the wearer can change it‘s appearance during a long rest as expected situations will require. Once per long rest, the bearer of a mark of shadow canmake use of the Illusory Reality(PHB118) onceper long or short rest while attuned & wearing this ring
Tarkanan – Any race. Rather than starting with one of the standard Origin Trait & Origin Knowledge, you can choose to have an already manifested Aberrant Dragonmark. Choose any one destructive spell as written or modified & the gm will use that as inspiration for the theme of your dragonmark (discussion welcome though ifyou have an idea).